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Thread Statistics | Show CCP posts - 6 post(s) |
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CCP Lebowski
C C P C C P Alliance
756
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Posted - 2016.10.21 13:58:04 -
[1] - Quote
Greeting Intrepid Industrialists,
As of this week the Engineering complexes and the Industry service modules have been made available on the Singularity markets! For full information on these features, please see the dev blog, found here. We'd highly appreciate it if anyone interested in using these new structures and their functionality please go try them out on Singularity, let us know what you think and submit bug reports for any problems that occur.
Things still to be implemented
- The new Industrial rigs are not yet finalized (So are not seeded yet)
- The service modules do not have descriptions and are missing their final attributes
Known Issues
- Capital Shipyard service module can be used in high sec
We'll amend these lists as development comes to a close and issues are fixed/new issues are found.
Thanks in advance for your support.
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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CCP Lebowski
C C P C C P Alliance
756
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Posted - 2016.10.21 14:37:29 -
[2] - Quote
Reserved for FAQ
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Jackson Ikkala
Not Recruting
0
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Posted - 2016.10.21 15:31:19 -
[3] - Quote
any chance we that we can get a graphic of the ship being built just from looking at the industrial complex |
Brown Pathfinder
Its a good day to die
13
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Posted - 2016.10.23 16:21:44 -
[4] - Quote
Anyway i can try out anchoring the Large EC without having the skills to pilot a freighter? Its really annoying that you give 1 of them 8000 m3 space packaged and the other 2 80 000 + m3 or so, its like impossible to transport them to a testing site. |
H3llHound
hogyoku Goonswarm Federation
91
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Posted - 2016.10.23 18:36:39 -
[5] - Quote
Brown Pathfinder wrote:Anyway i can try out anchoring the Large EC without having the skills to pilot a freighter? Its really annoying that you give 1 of them 8000 m3 space packaged and the other 2 80 000 + m3 or so, its like impossible to transport them to a testing site.
the packaged spaces are incorrect and will be fixed |
Celeste Benal
O C C U P Y Test Alliance Please Ignore
47
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Posted - 2016.10.23 21:41:39 -
[6] - Quote
Using an Azbel EC anchored in nulsec with reprocessing service and a Large Ore reprocessing rig I, the base refine rate seems to be more like 58% rather than the expected 56% after accounting for skills and implants.
Will ECs have a higher base reprocessing rate than Citadels, does the 25% bonus to industrial rig effects include reprocessing service rigs, or is this a bug? |
Movilion
Perkone Caldari State
0
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Posted - 2016.10.23 22:45:40 -
[7] - Quote
Celeste Benal wrote:Using an Azbel EC anchored in nulsec with reprocessing service and a Large Ore reprocessing rig I, the base refine rate seems to be more like 58% rather than the expected 56% after accounting for skills and implants.
Will ECs have a higher base reprocessing rate than Citadels, does the 25% bonus to industrial rig effects include reprocessing service rigs, or is this a bug?
The base in Citadel/Complex in Null-Sec with T1 Rigs is 58% base without Skills. 56% is in Low-Sec and 54% in High-Sec.
Here an example:
http://prntscr.com/cy2odw
Complex and Citadel will have the same % in Reprocessing and the Mining Platform will be the ones with better % |
Arronicus
Fusion Enterprises Ltd Badfellas Inc.
1538
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Posted - 2016.10.24 04:23:19 -
[8] - Quote
Jackson Ikkala wrote:any chance we that we can get a graphic of the ship being built just from looking at the industrial complex
This might sound neat in concept, but I sincerely hope it never happens. This is a HUGE security vulnerability for those in nullsec, w-space, and lowsec, and doesn't even make a whole lot of sense, given that you build a ship in a shipyard, not sticking out through the side. |
xttz
GoonWaffe Goonswarm Federation
786
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Posted - 2016.10.24 08:35:31 -
[9] - Quote
Jackson Ikkala wrote:any chance we that we can get a graphic of the ship being built just from looking at the industrial complex
According to one of the art devs on Slack, there are plans for the Sotiyo to show the next 6 supercapital build jobs in progress externally in space. If you look at the EC dev blog you can see a sneak peak of this as the very last image. No other ship production jobs will show; only supercaps as this is meant to encourage huge fights. |
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CCP Fozzie
C C P C C P Alliance
14544
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Posted - 2016.10.24 13:22:32 -
[10] - Quote
To be clear, external display of supercap construction is a potential future feature that we can't 100% promise at this time. It definitely won't be in the initial Ascension launch.
Game Designer | Team Five-0
Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie
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xttz
GoonWaffe Goonswarm Federation
786
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Posted - 2016.10.24 13:30:23 -
[11] - Quote
CCP Fozzie wrote:To be clear, external display of supercap construction is a potential future feature that we can't 100% promise at this time. It definitely won't be in the initial Ascension launch.
Do you also have potential future plans to externally display construction of a big EC Q&A post with answers on the Sotiyo? |
Mai Khumm
172.0.0.1
854
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Posted - 2016.10.24 13:44:15 -
[12] - Quote
Are the fuel blocks/hr the final numbers?
How is the Vulnerability times decided? As Citadels have a slightly OP mix of short times and decent defensive capabilities. Whereas Engineering Complexes have a layer of duct tape and a prayer for Vulnerability times and defensive capabilities.
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CCP Fozzie
C C P C C P Alliance
14544
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Posted - 2016.10.24 13:49:33 -
[13] - Quote
xttz wrote:CCP Fozzie wrote:To be clear, external display of supercap construction is a potential future feature that we can't 100% promise at this time. It definitely won't be in the initial Ascension launch. Do you also have potential future plans to externally display construction of a big EC Q&A post with answers on the Sotiyo?
Yup, and that will come sooner than the external supercap display.
Game Designer | Team Five-0
Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie
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Celeste Benal
O C C U P Y Test Alliance Please Ignore
47
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Posted - 2016.10.24 14:22:39 -
[14] - Quote
Movilion wrote:Celeste Benal wrote:Using an Azbel EC anchored in nulsec with reprocessing service and a Large Ore reprocessing rig I, the base refine rate seems to be more like 58% rather than the expected 56% after accounting for skills and implants.
Will ECs have a higher base reprocessing rate than Citadels, does the 25% bonus to industrial rig effects include reprocessing service rigs, or is this a bug? The base in Citadel/Complex in Null-Sec with T1 Rigs is 58% base without Skills. 56% is in Low-Sec and 54% in High-Sec. Here an example: http://prntscr.com/cy2odw Complex and Citadel will have the same % in Reprocessing and the Mining Platform will be the ones with better %
That is exactly what I was seeing, which is why I'm posting. There is nothing in the Engineering Complex devblog about reprocesing rates. So I would assume the base reprocessing rate in an EC is 50%, which would be adjusted up to 56% with the large T1 rig. But we're getting 58%. The discrepancy can be accounted for if the base rate is 52%. But I see nothing to support that. So I'm asking for some clarification. |
SurrenderMonkey
Space Llama Industries
2523
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Posted - 2016.10.24 15:02:50 -
[15] - Quote
Celeste Benal wrote:Movilion wrote:Celeste Benal wrote:Using an Azbel EC anchored in nulsec with reprocessing service and a Large Ore reprocessing rig I, the base refine rate seems to be more like 58% rather than the expected 56% after accounting for skills and implants.
Will ECs have a higher base reprocessing rate than Citadels, does the 25% bonus to industrial rig effects include reprocessing service rigs, or is this a bug? The base in Citadel/Complex in Null-Sec with T1 Rigs is 58% base without Skills. 56% is in Low-Sec and 54% in High-Sec. Here an example: http://prntscr.com/cy2odw Complex and Citadel will have the same % in Reprocessing and the Mining Platform will be the ones with better % That is exactly what I am seeing, which is why I'm posting. There is nothing in the Engineering Complex devblog about reprocessing rates. So I would assume the base reprocessing rate in an EC is 50%, which would be adjusted up to 56% with the large T1 rig. But we're getting 58%. The discrepancy can be accounted for if the base rate is 52%. But I see nothing to support that. So I'm asking for some clarification.
You're painfully confused about something. Structures ALL have a base rate of 50%. This is then increased to 52% or 54% for a T1 and T2 rig, respectively. That value is then further modified by the sec value.
A T1 rig is 52% no matter what structure you plug it into.
Neither ECs nor citadels are actually bonused for reprocessing, so should have the exact same values.
"Help, I'm bored with missions!"
http://swiftandbitter.com/eve/wtd/
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Celeste Benal
O C C U P Y Test Alliance Please Ignore
47
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Posted - 2016.10.24 15:29:48 -
[16] - Quote
SurrenderMonkey wrote:Celeste Benal wrote:Movilion wrote:Celeste Benal wrote:Using an Azbel EC anchored in nulsec with reprocessing service and a Large Ore reprocessing rig I, the base refine rate seems to be more like 58% rather than the expected 56% after accounting for skills and implants.
Will ECs have a higher base reprocessing rate than Citadels, does the 25% bonus to industrial rig effects include reprocessing service rigs, or is this a bug? The base in Citadel/Complex in Null-Sec with T1 Rigs is 58% base without Skills. 56% is in Low-Sec and 54% in High-Sec. Here an example: http://prntscr.com/cy2odw Complex and Citadel will have the same % in Reprocessing and the Mining Platform will be the ones with better % That is exactly what I am seeing, which is why I'm posting. There is nothing in the Engineering Complex devblog about reprocessing rates. So I would assume the base reprocessing rate in an EC is 50%, which would be adjusted up to 56% with the large T1 rig. But we're getting 58%. The discrepancy can be accounted for if the base rate is 52%. But I see nothing to support that. So I'm asking for some clarification. You're painfully confused about something. Structures ALL have a base rate of 50%. This is then increased to 52% or 54% for a T1 and T2 rig, respectively. That value is then further modified by the sec value. A T1 rig gives a base of 52% no matter what structure you plug it into. 52 * 1.12 = 58.24%. Precisely correct. Neither ECs nor citadels are actually bonused for reprocessing, so should have the exact same values.
And there we have it. ty for explaining that. I was going off of the devblogs and could not find any better info. Some better choices in google search keywords finally gave me this: https://forums.eveonline.com/default.aspx?g=posts&t=478855 |
Icarus Narcissus
Pathway to the Next
40
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Posted - 2016.10.24 17:42:47 -
[17] - Quote
CCP Fozzie wrote:Yup, and that will come sooner than the external supercap display.
Fozzie, I reply here as well as in the reaction thread, as you have been looking at this thread recently, and I find your most recent post more relevant to this point:
With the scheduled release a mere two weeks away, and that post where you said a Q&A post was coming was two weeks ago, there are numerous very concerned industrialists. More than half of the window between the dev blog and scheduled release has passed. Having sufficient testing time to ensure a smooth release, as well as adequate feedback time to make sure either the players like what they are getting, or at least understand why the less popular changes are being made, is essential.
I fear that this announcement is intended to be made at Eve Vegas, which, while a high profile Eve event, will leave either one week for testing, which is not good for the players and is far too little time to truly test processes as involved as industry in Eve, or will result in the delay of a highly publicized and anticipated feature, which would not be ideal for CCP. |
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CCP Fozzie
C C P C C P Alliance
14544
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Posted - 2016.10.24 17:47:52 -
[18] - Quote
Icarus Narcissus wrote:CCP Fozzie wrote:Yup, and that will come sooner than the external supercap display. Fozzie, I reply here as well as in the reaction thread, as you have been looking at this thread recently, and I find your most recent post more relevant to this point: With the scheduled release a mere two weeks away, and that post where you said a Q&A post was coming was two weeks ago, there are numerous very concerned industrialists. More than half of the window between the dev blog and scheduled release has passed. Having sufficient testing time to ensure a smooth release, as well as adequate feedback time to make sure either the players like what they are getting, or at least understand why the less popular changes are being made, is essential. I fear that this announcement is intended to be made at Eve Vegas, which, while a high profile Eve event, will leave either one week for testing, which is not good for the players and is far too little time to truly test processes as involved as industry in Eve, or will result in the delay of a highly publicized and anticipated feature, which would not be ideal for CCP.
We're not holding back any of the Ascension feature announcements for Vegas.
Game Designer | Team Five-0
Twitter: @CCP_Fozzie
Twitch chat: ccp_fozzie
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Icarus Narcissus
Pathway to the Next
40
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Posted - 2016.10.24 17:50:09 -
[19] - Quote
CCP Fozzie wrote: We're not holding back any of the Ascension feature announcements for Vegas.
That is excellent to hear, I look forward to seeing the updates as they come.
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JTK Fotheringham
Merchants Trade Consortium The Last Chancers.
129
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Posted - 2016.10.25 23:58:06 -
[20] - Quote
Only going to say this once...
\o/ DP on ECs!!!
Also, the upper undocking port from the Azbel is working properly. =)
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Kinizsi
FREE GATES FREE GATES COALITION
12
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Posted - 2016.10.26 07:01:31 -
[21] - Quote
CCP Fozzie!
I've read the dev blogs, and forum post about loot drops from manufacture jobs on the destroyed Citadels and EC's.
There is shown that there will be a loot drop from ongoing manufacture jobs when the citadel is blown up. It's a cool feature, what is supposed to enforce capsuleers to destroy EC's and Citadels and making it worthwhile for the attackers because the loot can be pretty nice if it's a well used manufacturing EC-Citadel.
I've tested reinforcing and destroying EC's on SISI
What I've found that if you reinforce the armor layer, manufacture jobs pause, that's cool, but I've found a really disappointing feature what deletes all hopes and dreams about nince manufacture loot from destroyed EC's Citadels.
The owner of the manufacture job can anytime cancel the ongoing manufacture job even if it's paused, this way destroying all materials and deny all manufacture loot from the victor who blows up the Citadel or EC.
So there is no real chance on loot drop at all, casue the owners would surely cancel all jobs in the last possible minutes, before the structure blows up. This would be especially true on high value manufacture jobs like capitals-supercapitals. (and without exteriour view we still won't know what was in build when an XL-EC blows up )
Without any real chance of manufacture loot drop there is gona be little interest in blowing up those structures wich could be a huge game driving motive.
Please don't let manufacture job owners to completely deny loot from blown up structures. Please at least put some % of the cancelled job materials into a "pool" where it is stored and can be looted after an EC blows up.
Thank you for your time.
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Demolishar
United Aggression
1170
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Posted - 2016.10.26 07:56:44 -
[22] - Quote
Kinizsi wrote:CCP Fozzie! I've read the dev blogs, and forum post about loot drops from manufacture jobs on the destroyed Citadels and EC's. There is shown that there will be a loot drop from ongoing manufacture jobs when the citadel is blown up. It's a cool feature, what is supposed to enforce capsuleers to destroy EC's and Citadels and making it worthwhile for the attackers because the loot can be pretty nice if it's a well used manufacturing EC-Citadel. I've tested reinforcing and destroying EC's on SISI What I've found that if you reinforce the armor layer, manufacture jobs pause, that's cool, but I've found a really disappointing feature what deletes all hopes and dreams about nince manufacture loot from destroyed EC's Citadels. The owner of the manufacture job can anytime cancel the ongoing manufacture job even if it's paused, this way destroying all materials and deny all manufacture loot from the victor who blows up the Citadel or EC. So there is no real chance on loot drop at all, casue the owners would surely cancel all jobs in the last possible minutes, before the structure blows up. This would be especially true on high value manufacture jobs like capitals-supercapitals. (and without exteriour view we still won't know what was in build when an XL-EC blows up ) Without any real chance of manufacture loot drop there is gona be little interest in blowing up those structures wich could be a huge game driving motive. Please don't let manufacture job owners to completely deny loot from blown up structures. Please at least put some % of the cancelled job materials into a "pool" where it is stored and can be looted after an EC blows up. Thank you for your time.
This seems like an excellent point.
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Selak Zorander
Mord-Sith
7
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Posted - 2016.10.26 12:44:02 -
[23] - Quote
In many ways i agree with the above posts about it being really easy to simply cancel jobs at the last second to prevent a lot of potential loot drops for enemies with the destruction of engineering complexes, I also think that the drawbacks of using an engineering complex instead of a citadel are a bit too harsh especially if a change to being able to cancel jobs is introduced.
I get that a Citadel is the "defense" oriented structure and that is why it has bonuses to the strength of Combat rigs and it has lower vulnerability times and higher hit points. It also comes with a higher cost because of that.
Now engineering complexes have been added and they are planned to average between 50% and 60% of the cost of a like sized citadel. They do not get the bonuses to combat rigs and they have fewer defenses than the like sized citadel. I can understand that philosophy. The part I do not understand and think has been taken a bit too far is the fact that they have 3 times the vulnerability.
An XL citadel has 12 hours of vulnerability a week. That seems like nothing when you compare that to the XL Engineering complex that is vulnerable to attack for 36 hours a week. That makes defense of a XL Engineering complex almost the same as a full time job (using 40 hours a week as definition of a full time job). Now I understand that the Citadels and even more so the Engineering complexes are not designed to be defended by 1 person. That means you have to have a full gang of people equal in size to a potential attacking force that needs to be on call up to almost 40 hours a week to defend a XL Engineering complex.
Do I want them to have the same hit points and vulnerability as the Citadels. No, they are not designed with defense in mind. I also don't the potential benefits of an Engineering Complex making up for the fact that it has 3 times the vulnerability time.
I honestly think that the vulnerability time should be reduced to something closer to 2 times as much as the citadels so that would make engineering complexes vulnerable for 6, 12, and 24 hours a week based on size instead of the current 9, 18, and 36 hours they currently have on the test server.
The Engineering complex already has less useful defenses, and fewer hit points than the citadel that makes the vulnerability time seem like it is way overkill and could make defending them be more of a chore than the old job of keeping control towers fueled and managing the strontium to time reinforcement times during attacks.
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CCP Lebowski
C C P C C P Alliance
756
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Posted - 2016.10.26 14:45:35 -
[24] - Quote
Hey all, thanks for the feedback so far! Just to let you know, asset searching is now available in Citadels and Engineering Complexes! Please test this out and give us some feedback, thanks!
CCP Lebowski | EVE Quality Assurance | Team Five-0
@CCP_Lebowski
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Vigilanta
S0utherN Comfort Test Alliance Please Ignore
114
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Posted - 2016.10.26 15:04:15 -
[25] - Quote
So i've done some pretty extensive testing of the damage output ect. The larges and XL's are in a pretty solid place overall with on caveat, but ill get to that later.
Following Assumptions made: No combat rigs as they defeat the purpose of the structure effectively.
An XL can pretty well handle a dreadnought, but requires some support to deal with a FAX, however even a dozen subcaps will quickly render a FAX dead when supporting the sotoyo.
They are still awful against t3's but that was expected, and overall not much of a concern. The L cant quite deal with a dread, but again with light subcap support dreads go down fairly smoothly.
The Medium is where we need to have a chat. Giving it only fighters gives it very few defense options as the fighters are LOL bad and you know this. The mediums for all intents basically have no offensive ability and are purely relegated to fleet support. I think you should give them at least 1 launcher, or, alternatively they can fit 2 launchers but only ASML launchers, giving them no anti-capital ability. They just frankly need some more tooth.
My XL "Exception" - Frankly they need Point Defense, in order to differentiate between a fortizar and an EC in terms of fitting i suggest setting a fitting cap of 1 point defense and maybe have it drain cap a bit harder. But based on combat testing not having point defense is a huge issue. This is a very nice fleet support module, I think it would be worth a look. |
Erika Mizune
The Soul Society The Methodical Alliance
2361
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Posted - 2016.10.26 15:19:29 -
[26] - Quote
CCP Lebowski wrote:Hey all, thanks for the feedback so far! Just to let you know, asset searching is now available in Citadels and Engineering Complexes! Please test this out and give us some feedback, thanks!
I wish I could like this post more than once. Thank you! Will join the testing as soon as I can
DJ Yumene of Eve Radio | Blog | Sounds of New Eden | Eve Radio | My BPO Quest | Erika For CSM XI
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Selak Zorander
Mord-Sith
7
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Posted - 2016.10.26 15:28:46 -
[27] - Quote
Vigilanta wrote: The Medium is where we need to have a chat. Giving it only fighters gives it very few defense options as the fighters are LOL bad and you know this. The mediums for all intents basically have no offensive ability and are purely relegated to fleet support. I think you should give them at least 1 launcher, or, alternatively they can fit 2 launchers but only ASML launchers, giving them no anti-capital ability. They just frankly need some more tooth.
i think you mixed up the engineering complexes there:
medium engineering complex gets 1 launcher slot and NO fighters at all
Large engineering complex has 2 launcher slots and can use light fighters and support fighters only. |
Cee Two
Radiant Blue Sun
0
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Posted - 2016.10.26 15:31:27 -
[28] - Quote
CCP Lebowski wrote:Hey all, thanks for the feedback so far! Just to let you know, asset searching is now available in Citadels and Engineering Complexes! Please test this out and give us some feedback, thanks!
What is the final word on which ships can dock in which Engineering Complexes, and Citadels?
The text of them doesn't match the restrictions in place on SiSi (as of yesterday)
Rorquals in Astrahus? Rorquals in Raitaru? Rorquals / Capitals in Azbels?
Thanks. |
Selak Zorander
Mord-Sith
7
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Posted - 2016.10.26 15:41:20 -
[29] - Quote
Cee Two wrote:CCP Lebowski wrote:Hey all, thanks for the feedback so far! Just to let you know, asset searching is now available in Citadels and Engineering Complexes! Please test this out and give us some feedback, thanks! What is the final word on which ships can dock in which Engineering Complexes, and Citadels? The text of them doesn't match the restrictions in place on SiSi (as of yesterday) Rorquals in Astrahus? Rorquals in Raitaru? Rorquals / Capitals in Azbels? Thanks.
Dev blog said that capitals can not redock at the azbels even though they can be made in one.
so astrahus/Raitaru/Azbels are all the same to my understanding. All ships of any tech that are Battleship and below in size plus the tech 1 and tech 2 freighters, and the orca.
the fortizar and xl engineering complex add in the rest of the captials (dreads, carriers, force aux, rorqual)
the keepstar is the only one that the supercapitals can actually dock at even though they can be made inside the XL engineering complex. |
Cee Two
Radiant Blue Sun
0
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Posted - 2016.10.26 15:44:53 -
[30] - Quote
Selak Zorander wrote:Cee Two wrote:CCP Lebowski wrote:Hey all, thanks for the feedback so far! Just to let you know, asset searching is now available in Citadels and Engineering Complexes! Please test this out and give us some feedback, thanks! What is the final word on which ships can dock in which Engineering Complexes, and Citadels? The text of them doesn't match the restrictions in place on SiSi (as of yesterday) Rorquals in Astrahus? Rorquals in Raitaru? Rorquals / Capitals in Azbels? Thanks. Dev blog said that capitals can not redock at the azbels even though they can be made in one. so astrahus/Raitaru/Azbels are all the same to my understanding. All ships of any tech that are Battleship and below in size plus the tech 1 and tech 2 freighters, and the orca. the fortizar and xl engineering complex add in the rest of the captials (dreads, carriers, force aux, rorqual) the keepstar is the only one that the supercapitals can actually dock at even though they can be made inside the XL engineering complex.
I get the restriction on the mediums regarding Rorqual/Caps, no no Rorqual in an Azbel? Seriously? That adds nothing to the game except making you be in a system with a Fortizar or Station to move mass minerals to build capital ships instead of just dumping off the rorquals into the Azbel. This just seems like a clicky clicky which adds nothing.
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